summaryrefslogtreecommitdiff
path: root/chickadee/render/sprite.scm
blob: 11b872406700116cbecadddb76cd896d9720ba5c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
;;; Chickadee Game Toolkit
;;; Copyright © 2016 David Thompson <davet@gnu.org>
;;;
;;; Chickadee is free software: you can redistribute it and/or modify
;;; it under the terms of the GNU General Public License as published
;;; by the Free Software Foundation, either version 3 of the License,
;;; or (at your option) any later version.
;;;
;;; Chickadee is distributed in the hope that it will be useful, but
;;; WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
;;; General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with this program.  If not, see
;;; <http://www.gnu.org/licenses/>.

(define-module (chickadee render sprite)
  #:use-module (srfi srfi-4)
  #:use-module (srfi srfi-9)
  #:use-module (srfi srfi-11)
  #:use-module (chickadee math matrix)
  #:use-module (chickadee math rect)
  #:use-module (chickadee math vector)
  #:use-module (chickadee render)
  #:use-module (chickadee render shader)
  #:use-module (chickadee render texture)
  #:use-module (chickadee render vertex-buffer)
  #:export (draw-sprite
            with-batched-sprites))

(define default-shader
  (delay
    (strings->shader
     "
#version 330

in vec2 position;
in vec2 tex;
out vec2 frag_tex;
uniform mat4 mvp;

void main(void) {
    frag_tex = tex;
    gl_Position = mvp * vec4(position.xy, 0.0, 1.0);
}
"
     "
#version 330

in vec2 frag_tex;
uniform sampler2D color_texture;

void main (void) {
    gl_FragColor = texture2D(color_texture, frag_tex);
}
")))

(define draw-sprite-unbatched
  (let* ((vertex-buffer
          (delay (make-streaming-vertex-buffer 'vec2 4)))
         (texcoord-buffer
          (delay (make-streaming-vertex-buffer 'vec2 4)))
         (index-buffer
          (delay (make-vertex-buffer 'index 'static (u32vector 0 3 2 0 2 1))))
         (vertex-array
          (delay (make-vertex-array (force index-buffer)
                                    (force vertex-buffer)
                                    (force texcoord-buffer))))
         (tmp-matrix (make-null-matrix4))
         (mvp (make-null-matrix4)))
    (lambda (texture dimensions scale rotation blend-mode shader texture-rect)
      (with-mapped-vertex-buffer (force vertex-buffer)
        (let* ((x1 0)
               (y1 0)
               (x2 (rect-width dimensions))
               (y2 (rect-height dimensions))
               (bv (vertex-buffer-data (force vertex-buffer))))
          (f32vector-set! bv 0 x1)
          (f32vector-set! bv 1 y1)
          (f32vector-set! bv 2 x2)
          (f32vector-set! bv 3 y1)
          (f32vector-set! bv 4 x2)
          (f32vector-set! bv 5 y2)
          (f32vector-set! bv 6 x1)
          (f32vector-set! bv 7 y2)))
      (with-mapped-vertex-buffer (force texcoord-buffer)
        (let ((s1 (rect-left texture-rect))
              (t1 (rect-bottom texture-rect))
              (s2 (rect-right texture-rect))
              (t2 (rect-top texture-rect))
              (bv (vertex-buffer-data (force texcoord-buffer))))
          (f32vector-set! bv 0 s1)
          (f32vector-set! bv 1 t1)
          (f32vector-set! bv 2 s2)
          (f32vector-set! bv 3 t1)
          (f32vector-set! bv 4 s2)
          (f32vector-set! bv 5 t2)
          (f32vector-set! bv 6 s1)
          (f32vector-set! bv 7 t2)))
      (matrix4-identity! mvp)
      (when rotation
        (matrix4-rotate-z! tmp-matrix rotation)
        (matrix4-mult! mvp mvp tmp-matrix))
      (when scale
        (matrix4-scale! tmp-matrix scale)
        (matrix4-mult! mvp mvp tmp-matrix))
      (matrix4-translate! tmp-matrix (rect-x dimensions) (rect-y dimensions))
      (matrix4-mult! mvp mvp tmp-matrix)
      (matrix4-mult! mvp mvp (current-projection))
      (with-blend-mode blend-mode
        (with-texture texture
          (gpu-apply shader (force vertex-array) #:mvp mvp))))))


;;;
;;; Sprite Batch
;;;

(define-record-type <sprite-batch>
  (%make-sprite-batch texture blend-mode shader size capacity index-buffer
                      position-buffer texture-buffer vertex-array)
  sprite-batch?
  (texture sprite-batch-texture set-sprite-batch-texture!)
  (blend-mode sprite-batch-blend-mode set-sprite-batch-blend-mode!)
  (shader sprite-batch-shader set-sprite-batch-shader!)
  (size sprite-batch-size set-sprite-batch-size!)
  (capacity sprite-batch-capacity)
  (index-buffer sprite-batch-index-buffer)
  (position-buffer sprite-batch-position-buffer)
  (texture-buffer sprite-batch-texture-buffer)
  (vertex-array sprite-batch-vertex-array))

(define (make-sprite-batch capacity)
  "Make a sprite batch that can hold CAPACITY sprites."
  (let* ((index (make-streaming-vertex-buffer 'index (* capacity 6)))
         (pos (make-streaming-vertex-buffer 'vec2  (* capacity 4)))
         (tex (make-streaming-vertex-buffer 'vec2  (* capacity 4)))
         (va (make-vertex-array index pos tex)))
    (%make-sprite-batch #f #f #f 0 capacity index pos tex va)))

(define (sprite-batch-full? batch)
  (= (sprite-batch-capacity batch) (sprite-batch-size batch)))

(define (double-sprite-batch-size! batch)
  #f)

(define (sprite-batch-reset! batch)
  "Reset BATCH to size 0."
  (set-sprite-batch-texture! batch #f)
  (set-sprite-batch-blend-mode! batch #f)
  (set-sprite-batch-shader! batch #f)
  (set-sprite-batch-size! batch 0))

(define (sprite-batch-begin! batch)
  (map-vertex-buffer! (sprite-batch-index-buffer batch))
  (map-vertex-buffer! (sprite-batch-position-buffer batch))
  (map-vertex-buffer! (sprite-batch-texture-buffer batch)))

(define (sprite-batch-flush! batch)
  "Render the contents of BATCH and clear the cache."
  (unless (zero? (sprite-batch-size batch))
    (with-blend-mode (sprite-batch-blend-mode batch)
      (with-texture (sprite-batch-texture batch)
        (unmap-vertex-buffer! (sprite-batch-index-buffer batch))
        (unmap-vertex-buffer! (sprite-batch-position-buffer batch))
        (unmap-vertex-buffer! (sprite-batch-texture-buffer batch))
        (gpu-apply* (sprite-batch-shader batch)
                    (sprite-batch-vertex-array batch)
                    (* (sprite-batch-size batch) 6)
                    #:mvp (current-projection))
        (sprite-batch-reset! batch)))))

(define sprite-batch-add!
  (let ((tmp-matrix (make-null-matrix4))
        (matrix (make-null-matrix4)))
    (lambda (batch texture dimensions scale rotation blend-mode
                   shader texture-rect)
      ;; Expand the buffers when necessary.
      (when (sprite-batch-full? batch)
        (double-sprite-batch-size! batch))
      ;; Flush the batch if any GL state needs changing.
      (unless (and (eq? (sprite-batch-texture batch) texture)
                   (eq? (sprite-batch-blend-mode batch) blend-mode)
                   (eq? (sprite-batch-shader batch) shader))
        (sprite-batch-flush! batch)
        (sprite-batch-begin! batch)
        (set-sprite-batch-texture! batch texture)
        (set-sprite-batch-blend-mode! batch blend-mode)
        (set-sprite-batch-shader! batch shader))
      (let ((size (sprite-batch-size batch)))
        (let* ((index-offset (* size 6))
               (index-vertex-offset (* size 4))
               (vertex-offset (* size 8)) ;; 4 vertices, 2 floats per vertex
               (texture-offset (* size 8))
               (indices (vertex-buffer-data (sprite-batch-index-buffer batch)))
               (vertices (vertex-buffer-data (sprite-batch-position-buffer batch)))
               (texcoords (vertex-buffer-data (sprite-batch-texture-buffer batch)))
               (local-x1 0)
               (local-y1 0)
               (local-x2 (rect-width dimensions))
               (local-y2 (rect-height dimensions))
               (s1 (rect-left texture-rect))
               (t1 (rect-bottom texture-rect))
               (s2 (rect-right texture-rect))
               (t2 (rect-top texture-rect)))
          (matrix4-identity! matrix)
          (when rotation
            (matrix4-rotate-z! tmp-matrix rotation)
            (matrix4-mult! matrix matrix tmp-matrix))
          (when scale
            (matrix4-scale! tmp-matrix scale)
            (matrix4-mult! matrix matrix tmp-matrix))
          (matrix4-translate! tmp-matrix (rect-x dimensions) (rect-y dimensions))
          (matrix4-mult! matrix matrix tmp-matrix)
          (let-values (((world-x1 world-y1)
                        (transform matrix local-x1 local-y1))
                       ((world-x2 world-y2)
                        (transform matrix local-x2 local-y2)))
            ;; Add indices.
            (u32vector-set! indices index-offset index-vertex-offset)
            (u32vector-set! indices (+ index-offset 1) (+ index-vertex-offset 3))
            (u32vector-set! indices (+ index-offset 2) (+ index-vertex-offset 2))
            (u32vector-set! indices (+ index-offset 3) index-vertex-offset)
            (u32vector-set! indices (+ index-offset 4) (+ index-vertex-offset 2))
            (u32vector-set! indices (+ index-offset 5) (+ index-vertex-offset 1))
            ;; Add vertices.
            ;; Bottom-left
            (f32vector-set! vertices vertex-offset world-x1)
            (f32vector-set! vertices (+ vertex-offset 1) world-y1)
            ;; Bottom-right
            (f32vector-set! vertices (+ vertex-offset 2) world-x2)
            (f32vector-set! vertices (+ vertex-offset 3) world-y1)
            ;; Top-right
            (f32vector-set! vertices (+ vertex-offset 4) world-x2)
            (f32vector-set! vertices (+ vertex-offset 5) world-y2)
            ;; Top-left
            (f32vector-set! vertices (+ vertex-offset 6) world-x1)
            (f32vector-set! vertices (+ vertex-offset 7) world-y2)
            ;; Add texture coordinates.
            ;; Bottom-left
            (f32vector-set! texcoords texture-offset s1)
            (f32vector-set! texcoords (+ texture-offset 1) t1)
            ;; Bottom-right
            (f32vector-set! texcoords (+ texture-offset 2) s2)
            (f32vector-set! texcoords (+ texture-offset 3) t1)
            ;; Top-right
            (f32vector-set! texcoords (+ texture-offset 4) s2)
            (f32vector-set! texcoords (+ texture-offset 5) t2)
            ;; Top-left
            (f32vector-set! texcoords (+ texture-offset 6) s1)
            (f32vector-set! texcoords (+ texture-offset 7) t2)
            (set-sprite-batch-size! batch (1+ size))))))))

(define *batch?* #f)
(define %batch (delay (make-sprite-batch 256)))

(define (draw-sprite-batched texture dimensions
                             scale rotation blend-mode shader
                             texture-rect)
  (sprite-batch-add! (force %batch) texture dimensions
                     scale rotation blend-mode shader
                     texture-rect))

(define-syntax-rule (with-batched-sprites body ...)
  (dynamic-wind
    (lambda ()
      (set! *batch?* #t))
    (lambda ()
      (sprite-batch-reset! (force %batch))
      body ...
      (sprite-batch-flush! (force %batch)))
    (lambda ()
      (set! *batch?* #f))))

(define draw-sprite
  (let ((rect (make-rect 0.0 0.0 0.0 0.0))
        (default-texture-rect (make-rect 0.0 0.0 1.0 1.0)))
    (lambda* (texture dimensions #:key
                      scale rotation (blend-mode 'alpha)
                      texture-rect
                      (shader (force default-shader)))
      (let ((dimensions (if (vec2? dimensions)
                            (begin
                              (rect-move-vec2! rect dimensions)
                              (set-rect-width! rect (texture-width texture))
                              (set-rect-height! rect (texture-height texture))
                              rect)
                            dimensions))
            (texture-rect (or texture-rect default-texture-rect)))
        (if *batch?*
            (draw-sprite-batched texture dimensions
                                 scale rotation blend-mode shader
                                 texture-rect)
            (draw-sprite-unbatched texture dimensions
                                   scale rotation blend-mode shader
                                   texture-rect))))))